That man is awesome.He look like the French actor "Jean Reno",in movie "Léon"

1Conversion

We need to convert the model.ogf in model.object with the AXRToolSet Alundiao.Or manually with the converter.exe in bin CoC,if you had the AXRToolSet installed.You will have (once conversion done),a model.object,a model.bones and a model.skls ,but not always for skls.Here for example the Greek have not his own motion.(Not important,the required is the model.object for the tutorial).

2Textures files for the model

Now,we need to find all necessaries files for this model:I use OGFViewer.The render is not very good but it's only necessary to find the name and the textures path of the model.

Then I look if all is correct in SDK 0.4 (SoC):

You can see on the screen I forgot a texture folder.

Now is better.

3Work with MilkShape 3D

Now it's time to use MilkShape.We need to import our model :

Clic on Tools -> Converter -> [/b]

Once the model is loaded ,we only need to export it in CoP format->

Clic on Export -> Converter Stalker Cop Object.

And it's important to write the name enterely (here for example grec.ogf)in the little window,if not the model is not saved.

4Work under Actor Editor CoC

First need to put the model files in correct path.The model.object under rawdata\object and the textures files under gamedata\textures \act.Need to install the script cop-cs.bones under Import folder.

And finally now ,time to enjoy in game!We have a new visual file avalaible under CoC,with correct number bones.So there will be no deformed corpse when the PNJ die and all animations will be corrected.

Sorry if my English is not correct,tell me so that I can correct...I can't use spoilers

You probably already figured it out by now, but It looks like that because you need to go into your milkshape preferences and change joint size to a smaller value, i like 0.01. see pic https://puu.sh/v1STq/bb4e64180f.png

I have no such export problems with 3DS Max 8, this version has the most stable plugins. Although there can be problems with very big objects,because it's only 32 bit program. I would try Max 9 x64, but i can't find this version anymore...

The russian modders recommend Maya for Stalker 3d editing. I tried Maya 8.5 and Maya 2008 x64, both works perfectly, exports perfectly, and it has far the most stable plugins.It's no wonder, because the maya plugins were developed from the official GSC plugins, which you can find in the x-ray soc sdk.

So let's go, I'll try to configure that too :

And who knows, maybe that will solve the last problem I have left.The hunt for pluggins is still open, what a pain itis , strongly that I have everything ok.

And if by a lucky chance you go through El_chupacabra, I made a little archive for you ...With a little explanation ...And I'm sure you in a few clicks you will have solved the trick: D

As I would have liked to learn all this younger ...But at the time of my studies we were under DOS: lol :: D

Hey I'm looking for some help. I've been trying to import some models and combining/changing parts on stock models. Having little actual experience with 3d modelling (a bit with Blender), I have been using (learning to use) Milkshape 3D to do this.

For example, adding the stock backpack model to a player & NPC armor model, also tested adding SAM61's 1PN94 nv scope to the Abakan.Both do "work", but after compiling their in-game models are not smooth. All recompiled models, in-game, become 'flat shaded'.

Checked them in the AXRTools model viewer/X-ray SDK/Milkshape and there they seem okay. Tried most of the X-ray v1.6 SDK compiler options and the individual models shader settings thus far. Non seem to have an in-game effect.

I cannot find the cause. I think I'm might be using the wrong software combination and need to be looking into Maya or an older SDK version?

If any one has tips or know what I am doing wrong help is much appreciated!

Sorry for my poor english,but 'flat shaded' is bad shadowed ("ombré")?Perhaps,it's necessary to get correct shadows under different lighting?Can you put a screen of the problem?

That's no problem, my English is not perfect either The google image Balathruin's posted is the exact effect, but very extreme.So instead of a smooth model, like a smooth round helmet or round gun barrel, my recompiled models look like that only textured. It looks ugly in my opinion.

Made a few in game screenshots: https://imgur.com/a/01Z1PLook closely at the CS armor model, helmet shows it best. You can also see it on the Vintorez it's barrel.

Ps. I added the backpack to the SC medium armor model as a test for an idea for a mod I have and used the VSS to learn Blender/Milkshape editing.

Hello Ah thank you both for screens and precisions.Yes I understand now and I have exactly the same for some models and I don't know how to correct that.

Some models appear smooth under Soc 1.006,but when I convert under CoC,I have the same line on arms or helmet.I don't think how we can improve the process conversion,so after perhaps using better texture materials to smooth the default...I will try to use Maya now to see if I look some improvment,many great moddders said it was the best for models.